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@@ -2047,6 +2047,185 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class Analyser {
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+ SMOOTHING: number;
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+ FFT_SIZE: number;
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+ BARGRAPHAMPLITUDE: number;
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+ DEBUGCANVASPOS: {
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+ x: number;
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+ y: number;
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+ };
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+ DEBUGCANVASSIZE: {
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+ width: number;
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+ height: number;
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+ };
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+ private _byteFreqs;
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+ private _byteTime;
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+ private _floatFreqs;
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+ private _webAudioAnalyser;
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+ private _debugCanvas;
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+ private _debugCanvasContext;
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+ private _scene;
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+ private _registerFunc;
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+ private _audioEngine;
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+ constructor(scene: Scene);
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+ getFrequencyBinCount(): number;
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+ getByteFrequencyData(): Uint8Array;
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+ getByteTimeDomainData(): Uint8Array;
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+ getFloatFrequencyData(): Uint8Array;
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+ drawDebugCanvas(): void;
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+ stopDebugCanvas(): void;
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+ connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class AudioEngine {
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+ private _audioContext;
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+ private _audioContextInitialized;
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+ canUseWebAudio: boolean;
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+ masterGain: GainNode;
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+ private _connectedAnalyser;
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+ WarnedWebAudioUnsupported: boolean;
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+ unlocked: boolean;
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+ onAudioUnlocked: () => any;
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+ isMP3supported: boolean;
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+ isOGGsupported: boolean;
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+ readonly audioContext: Nullable<AudioContext>;
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+ constructor();
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+ private _unlockiOSaudio();
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+ private _initializeAudioContext();
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+ dispose(): void;
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+ getGlobalVolume(): number;
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+ setGlobalVolume(newVolume: number): void;
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+ connectToAnalyser(analyser: Analyser): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class Sound {
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+ name: string;
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+ autoplay: boolean;
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+ loop: boolean;
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+ useCustomAttenuation: boolean;
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+ soundTrackId: number;
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+ spatialSound: boolean;
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+ refDistance: number;
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+ rolloffFactor: number;
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+ maxDistance: number;
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+ distanceModel: string;
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+ private _panningModel;
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+ onended: () => any;
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+ private _playbackRate;
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+ private _streaming;
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+ private _startTime;
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+ private _startOffset;
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+ private _position;
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+ private _localDirection;
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+ private _volume;
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+ private _isReadyToPlay;
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+ isPlaying: boolean;
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+ isPaused: boolean;
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+ private _isDirectional;
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+ private _readyToPlayCallback;
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+ private _audioBuffer;
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+ private _soundSource;
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+ private _streamingSource;
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+ private _soundPanner;
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+ private _soundGain;
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+ private _inputAudioNode;
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+ private _ouputAudioNode;
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+ private _coneInnerAngle;
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+ private _coneOuterAngle;
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+ private _coneOuterGain;
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+ private _scene;
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+ private _connectedMesh;
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+ private _customAttenuationFunction;
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+ private _registerFunc;
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+ private _isOutputConnected;
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+ private _htmlAudioElement;
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+ private _urlType;
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+ /**
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+ * Create a sound and attach it to a scene
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+ * @param name Name of your sound
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+ * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
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+ * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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+ * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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+ */
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+ constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: any);
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+ dispose(): void;
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+ isReady(): boolean;
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+ private _soundLoaded(audioData);
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+ setAudioBuffer(audioBuffer: AudioBuffer): void;
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+ updateOptions(options: any): void;
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+ private _createSpatialParameters();
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+ private _updateSpatialParameters();
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+ switchPanningModelToHRTF(): void;
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+ switchPanningModelToEqualPower(): void;
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+ private _switchPanningModel();
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+ connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
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+ /**
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+ * Transform this sound into a directional source
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+ * @param coneInnerAngle Size of the inner cone in degree
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+ * @param coneOuterAngle Size of the outer cone in degree
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+ * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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+ */
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+ setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
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+ setPosition(newPosition: Vector3): void;
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+ setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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+ private _updateDirection();
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+ updateDistanceFromListener(): void;
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+ setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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+ /**
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+ * Play the sound
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+ * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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+ * @param offset (optional) Start the sound setting it at a specific time
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+ */
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+ play(time?: number, offset?: number): void;
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+ private _onended();
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+ /**
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+ * Stop the sound
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+ * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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+ */
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+ stop(time?: number): void;
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+ pause(): void;
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+ setVolume(newVolume: number, time?: number): void;
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+ setPlaybackRate(newPlaybackRate: number): void;
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+ getVolume(): number;
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+ attachToMesh(meshToConnectTo: AbstractMesh): void;
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+ detachFromMesh(): void;
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+ private _onRegisterAfterWorldMatrixUpdate(node);
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+ clone(): Nullable<Sound>;
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+ getAudioBuffer(): AudioBuffer | null;
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+ serialize(): any;
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+ static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class SoundTrack {
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+ private _outputAudioNode;
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+ private _scene;
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+ id: number;
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+ soundCollection: Array<Sound>;
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+ private _isMainTrack;
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+ private _connectedAnalyser;
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+ private _options;
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+ private _isInitialized;
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+ constructor(scene: Scene, options?: any);
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+ private _initializeSoundTrackAudioGraph();
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+ dispose(): void;
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+ AddSound(sound: Sound): void;
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+ RemoveSound(sound: Sound): void;
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+ setVolume(newVolume: number): void;
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+ switchPanningModelToHRTF(): void;
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+ switchPanningModelToEqualPower(): void;
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+ connectToAnalyser(analyser: Analyser): void;
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+ }
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+}
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+
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+declare module BABYLON {
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class Animatable {
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target: any;
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fromFrame: number;
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@@ -2321,185 +2500,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class Analyser {
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- SMOOTHING: number;
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- FFT_SIZE: number;
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- BARGRAPHAMPLITUDE: number;
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- DEBUGCANVASPOS: {
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- x: number;
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- y: number;
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- };
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- DEBUGCANVASSIZE: {
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- width: number;
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- height: number;
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- };
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- private _byteFreqs;
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- private _byteTime;
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- private _floatFreqs;
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- private _webAudioAnalyser;
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- private _debugCanvas;
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- private _debugCanvasContext;
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- private _scene;
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- private _registerFunc;
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- private _audioEngine;
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- constructor(scene: Scene);
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- getFrequencyBinCount(): number;
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- getByteFrequencyData(): Uint8Array;
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- getByteTimeDomainData(): Uint8Array;
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- getFloatFrequencyData(): Uint8Array;
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- drawDebugCanvas(): void;
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- stopDebugCanvas(): void;
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- connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class AudioEngine {
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- private _audioContext;
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- private _audioContextInitialized;
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- canUseWebAudio: boolean;
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- masterGain: GainNode;
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- private _connectedAnalyser;
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- WarnedWebAudioUnsupported: boolean;
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- unlocked: boolean;
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- onAudioUnlocked: () => any;
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- isMP3supported: boolean;
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- isOGGsupported: boolean;
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- readonly audioContext: Nullable<AudioContext>;
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- constructor();
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- private _unlockiOSaudio();
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- private _initializeAudioContext();
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- dispose(): void;
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- getGlobalVolume(): number;
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- setGlobalVolume(newVolume: number): void;
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- connectToAnalyser(analyser: Analyser): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class Sound {
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- name: string;
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- autoplay: boolean;
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- loop: boolean;
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- useCustomAttenuation: boolean;
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- soundTrackId: number;
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- spatialSound: boolean;
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- refDistance: number;
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- rolloffFactor: number;
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- maxDistance: number;
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- distanceModel: string;
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- private _panningModel;
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- onended: () => any;
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- private _playbackRate;
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- private _streaming;
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- private _startTime;
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- private _startOffset;
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- private _position;
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- private _localDirection;
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- private _volume;
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- private _isReadyToPlay;
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- isPlaying: boolean;
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- isPaused: boolean;
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- private _isDirectional;
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- private _readyToPlayCallback;
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- private _audioBuffer;
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- private _soundSource;
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- private _streamingSource;
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- private _soundPanner;
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- private _soundGain;
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- private _inputAudioNode;
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- private _ouputAudioNode;
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- private _coneInnerAngle;
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- private _coneOuterAngle;
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- private _coneOuterGain;
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- private _scene;
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- private _connectedMesh;
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- private _customAttenuationFunction;
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- private _registerFunc;
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- private _isOutputConnected;
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- private _htmlAudioElement;
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- private _urlType;
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- /**
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- * Create a sound and attach it to a scene
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- * @param name Name of your sound
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- * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
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- * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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- * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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- */
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- constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: any);
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- dispose(): void;
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- isReady(): boolean;
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- private _soundLoaded(audioData);
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- setAudioBuffer(audioBuffer: AudioBuffer): void;
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- updateOptions(options: any): void;
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- private _createSpatialParameters();
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- private _updateSpatialParameters();
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- switchPanningModelToHRTF(): void;
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- switchPanningModelToEqualPower(): void;
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- private _switchPanningModel();
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- connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
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- /**
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- * Transform this sound into a directional source
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- * @param coneInnerAngle Size of the inner cone in degree
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- * @param coneOuterAngle Size of the outer cone in degree
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- * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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- */
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- setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
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- setPosition(newPosition: Vector3): void;
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- setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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- private _updateDirection();
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- updateDistanceFromListener(): void;
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- setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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- /**
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- * Play the sound
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- * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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- * @param offset (optional) Start the sound setting it at a specific time
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- */
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- play(time?: number, offset?: number): void;
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- private _onended();
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- /**
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- * Stop the sound
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- * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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- */
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- stop(time?: number): void;
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- pause(): void;
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- setVolume(newVolume: number, time?: number): void;
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- setPlaybackRate(newPlaybackRate: number): void;
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- getVolume(): number;
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- attachToMesh(meshToConnectTo: AbstractMesh): void;
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- detachFromMesh(): void;
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- private _onRegisterAfterWorldMatrixUpdate(node);
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- clone(): Nullable<Sound>;
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- getAudioBuffer(): AudioBuffer | null;
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- serialize(): any;
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- static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
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- }
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-}
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-
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-declare module BABYLON {
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- class SoundTrack {
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- private _outputAudioNode;
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- private _scene;
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- id: number;
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- soundCollection: Array<Sound>;
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- private _isMainTrack;
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- private _connectedAnalyser;
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- private _options;
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- private _isInitialized;
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- constructor(scene: Scene, options?: any);
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- private _initializeSoundTrackAudioGraph();
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- dispose(): void;
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- AddSound(sound: Sound): void;
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- RemoveSound(sound: Sound): void;
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- setVolume(newVolume: number): void;
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- switchPanningModelToHRTF(): void;
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- switchPanningModelToEqualPower(): void;
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- connectToAnalyser(analyser: Analyser): void;
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- }
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-}
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-
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-declare module BABYLON {
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interface Behavior<T extends Node> {
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name: string;
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init(): void;
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@@ -5802,74 +5802,180 @@ declare module BABYLON {
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* An event triggered when the layer is disposed.
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* @type {BABYLON.Observable}
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*/
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- onDisposeObservable: Observable<Layer>;
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- private _onDisposeObserver;
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- onDispose: () => void;
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+ onDisposeObservable: Observable<Layer>;
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+ private _onDisposeObserver;
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+ onDispose: () => void;
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+ /**
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+ * An event triggered before rendering the scene
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+ * @type {BABYLON.Observable}
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+ */
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+ onBeforeRenderObservable: Observable<Layer>;
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+ private _onBeforeRenderObserver;
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+ onBeforeRender: () => void;
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+ /**
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+ * An event triggered after rendering the scene
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+ * @type {BABYLON.Observable}
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+ */
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+ onAfterRenderObservable: Observable<Layer>;
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+ private _onAfterRenderObserver;
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+ onAfterRender: () => void;
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+ constructor(name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
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+ private _createIndexBuffer();
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+ _rebuild(): void;
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+ render(): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class LensFlare {
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+ size: number;
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+ position: number;
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+ color: Color3;
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+ texture: Nullable<Texture>;
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+ alphaMode: number;
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+ private _system;
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+ static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
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+ constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class LensFlareSystem {
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+ name: string;
|
|
|
+ lensFlares: LensFlare[];
|
|
|
+ borderLimit: number;
|
|
|
+ viewportBorder: number;
|
|
|
+ meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
|
|
|
+ layerMask: number;
|
|
|
+ id: string;
|
|
|
+ private _scene;
|
|
|
+ private _emitter;
|
|
|
+ private _vertexBuffers;
|
|
|
+ private _indexBuffer;
|
|
|
+ private _effect;
|
|
|
+ private _positionX;
|
|
|
+ private _positionY;
|
|
|
+ private _isEnabled;
|
|
|
+ constructor(name: string, emitter: any, scene: Scene);
|
|
|
+ isEnabled: boolean;
|
|
|
+ getScene(): Scene;
|
|
|
+ getEmitter(): any;
|
|
|
+ setEmitter(newEmitter: any): void;
|
|
|
+ getEmitterPosition(): Vector3;
|
|
|
+ computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
|
+ _isVisible(): boolean;
|
|
|
+ render(): boolean;
|
|
|
+ dispose(): void;
|
|
|
+ static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
|
|
|
+ serialize(): any;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ interface ILoadingScreen {
|
|
|
+ displayLoadingUI: () => void;
|
|
|
+ hideLoadingUI: () => void;
|
|
|
+ loadingUIBackgroundColor: string;
|
|
|
+ loadingUIText: string;
|
|
|
+ }
|
|
|
+ class DefaultLoadingScreen implements ILoadingScreen {
|
|
|
+ private _renderingCanvas;
|
|
|
+ private _loadingText;
|
|
|
+ private _loadingDivBackgroundColor;
|
|
|
+ private _loadingDiv;
|
|
|
+ private _loadingTextDiv;
|
|
|
+ constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
|
|
|
+ displayLoadingUI(): void;
|
|
|
+ hideLoadingUI(): void;
|
|
|
+ loadingUIText: string;
|
|
|
+ loadingUIBackgroundColor: string;
|
|
|
+ private _resizeLoadingUI;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ interface ISceneLoaderPluginExtensions {
|
|
|
+ [extension: string]: {
|
|
|
+ isBinary: boolean;
|
|
|
+ };
|
|
|
+ }
|
|
|
+ interface ISceneLoaderPluginFactory {
|
|
|
+ name: string;
|
|
|
+ createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
|
|
|
+ canDirectLoad?: (data: string) => boolean;
|
|
|
+ }
|
|
|
+ interface ISceneLoaderPlugin {
|
|
|
+ name: string;
|
|
|
+ extensions: string | ISceneLoaderPluginExtensions;
|
|
|
+ importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
|
|
|
+ load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
|
|
|
+ canDirectLoad?: (data: string) => boolean;
|
|
|
+ rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
|
|
|
+ }
|
|
|
+ interface ISceneLoaderPluginAsync {
|
|
|
+ name: string;
|
|
|
+ extensions: string | ISceneLoaderPluginExtensions;
|
|
|
+ importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
|
|
|
+ loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
|
|
|
+ canDirectLoad?: (data: string) => boolean;
|
|
|
+ rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
|
|
|
+ }
|
|
|
+ class SceneLoader {
|
|
|
+ private static _ForceFullSceneLoadingForIncremental;
|
|
|
+ private static _ShowLoadingScreen;
|
|
|
+ private static _CleanBoneMatrixWeights;
|
|
|
+ static readonly NO_LOGGING: number;
|
|
|
+ static readonly MINIMAL_LOGGING: number;
|
|
|
+ static readonly SUMMARY_LOGGING: number;
|
|
|
+ static readonly DETAILED_LOGGING: number;
|
|
|
+ private static _loggingLevel;
|
|
|
+ static ForceFullSceneLoadingForIncremental: boolean;
|
|
|
+ static ShowLoadingScreen: boolean;
|
|
|
+ static loggingLevel: number;
|
|
|
+ static CleanBoneMatrixWeights: boolean;
|
|
|
+ static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
+ private static _registeredPlugins;
|
|
|
+ private static _getDefaultPlugin();
|
|
|
+ private static _getPluginForExtension(extension);
|
|
|
+ private static _getPluginForDirectLoad(data);
|
|
|
+ private static _getPluginForFilename(sceneFilename);
|
|
|
+ private static _getDirectLoad(sceneFilename);
|
|
|
+ private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension?);
|
|
|
+ static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
|
|
|
+ static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
|
|
|
+ /**
|
|
|
+ * Import meshes into a scene
|
|
|
+ * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
+ * @param scene the instance of BABYLON.Scene to append to
|
|
|
+ * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
|
|
|
+ * @param onProgress a callback with a progress event for each file being loaded
|
|
|
+ * @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
|
+ */
|
|
|
+ static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: string): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
/**
|
|
|
- * An event triggered before rendering the scene
|
|
|
- * @type {BABYLON.Observable}
|
|
|
+ * Load a scene
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
+ * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
+ * @param onSuccess a callback with the scene when import succeeds
|
|
|
+ * @param onProgress a callback with a progress event for each file being loaded
|
|
|
+ * @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
|
*/
|
|
|
- onBeforeRenderObservable: Observable<Layer>;
|
|
|
- private _onBeforeRenderObserver;
|
|
|
- onBeforeRender: () => void;
|
|
|
+ static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void, pluginExtension?: string): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
/**
|
|
|
- * An event triggered after rendering the scene
|
|
|
- * @type {BABYLON.Observable}
|
|
|
+ * Append a scene
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
+ * @param scene is the instance of BABYLON.Scene to append to
|
|
|
+ * @param onSuccess a callback with the scene when import succeeds
|
|
|
+ * @param onProgress a callback with a progress event for each file being loaded
|
|
|
+ * @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
|
*/
|
|
|
- onAfterRenderObservable: Observable<Layer>;
|
|
|
- private _onAfterRenderObserver;
|
|
|
- onAfterRender: () => void;
|
|
|
- constructor(name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
|
|
|
- private _createIndexBuffer();
|
|
|
- _rebuild(): void;
|
|
|
- render(): void;
|
|
|
- dispose(): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class LensFlare {
|
|
|
- size: number;
|
|
|
- position: number;
|
|
|
- color: Color3;
|
|
|
- texture: Nullable<Texture>;
|
|
|
- alphaMode: number;
|
|
|
- private _system;
|
|
|
- static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
|
|
|
- constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
|
|
|
- dispose(): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class LensFlareSystem {
|
|
|
- name: string;
|
|
|
- lensFlares: LensFlare[];
|
|
|
- borderLimit: number;
|
|
|
- viewportBorder: number;
|
|
|
- meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
|
|
|
- layerMask: number;
|
|
|
- id: string;
|
|
|
- private _scene;
|
|
|
- private _emitter;
|
|
|
- private _vertexBuffers;
|
|
|
- private _indexBuffer;
|
|
|
- private _effect;
|
|
|
- private _positionX;
|
|
|
- private _positionY;
|
|
|
- private _isEnabled;
|
|
|
- constructor(name: string, emitter: any, scene: Scene);
|
|
|
- isEnabled: boolean;
|
|
|
- getScene(): Scene;
|
|
|
- getEmitter(): any;
|
|
|
- setEmitter(newEmitter: any): void;
|
|
|
- getEmitterPosition(): Vector3;
|
|
|
- computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
|
- _isVisible(): boolean;
|
|
|
- render(): boolean;
|
|
|
- dispose(): void;
|
|
|
- static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
|
|
|
- serialize(): any;
|
|
|
+ static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void, pluginExtension?: string): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -6407,112 +6513,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- interface ILoadingScreen {
|
|
|
- displayLoadingUI: () => void;
|
|
|
- hideLoadingUI: () => void;
|
|
|
- loadingUIBackgroundColor: string;
|
|
|
- loadingUIText: string;
|
|
|
- }
|
|
|
- class DefaultLoadingScreen implements ILoadingScreen {
|
|
|
- private _renderingCanvas;
|
|
|
- private _loadingText;
|
|
|
- private _loadingDivBackgroundColor;
|
|
|
- private _loadingDiv;
|
|
|
- private _loadingTextDiv;
|
|
|
- constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
|
|
|
- displayLoadingUI(): void;
|
|
|
- hideLoadingUI(): void;
|
|
|
- loadingUIText: string;
|
|
|
- loadingUIBackgroundColor: string;
|
|
|
- private _resizeLoadingUI;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- interface ISceneLoaderPluginExtensions {
|
|
|
- [extension: string]: {
|
|
|
- isBinary: boolean;
|
|
|
- };
|
|
|
- }
|
|
|
- interface ISceneLoaderPluginFactory {
|
|
|
- name: string;
|
|
|
- createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
|
|
|
- canDirectLoad?: (data: string) => boolean;
|
|
|
- }
|
|
|
- interface ISceneLoaderPlugin {
|
|
|
- name: string;
|
|
|
- extensions: string | ISceneLoaderPluginExtensions;
|
|
|
- importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
|
|
|
- load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
|
|
|
- canDirectLoad?: (data: string) => boolean;
|
|
|
- rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
|
|
|
- }
|
|
|
- interface ISceneLoaderPluginAsync {
|
|
|
- name: string;
|
|
|
- extensions: string | ISceneLoaderPluginExtensions;
|
|
|
- importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
|
|
|
- loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
|
|
|
- canDirectLoad?: (data: string) => boolean;
|
|
|
- rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
|
|
|
- }
|
|
|
- class SceneLoader {
|
|
|
- private static _ForceFullSceneLoadingForIncremental;
|
|
|
- private static _ShowLoadingScreen;
|
|
|
- private static _CleanBoneMatrixWeights;
|
|
|
- static readonly NO_LOGGING: number;
|
|
|
- static readonly MINIMAL_LOGGING: number;
|
|
|
- static readonly SUMMARY_LOGGING: number;
|
|
|
- static readonly DETAILED_LOGGING: number;
|
|
|
- private static _loggingLevel;
|
|
|
- static ForceFullSceneLoadingForIncremental: boolean;
|
|
|
- static ShowLoadingScreen: boolean;
|
|
|
- static loggingLevel: number;
|
|
|
- static CleanBoneMatrixWeights: boolean;
|
|
|
- static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
- private static _registeredPlugins;
|
|
|
- private static _getDefaultPlugin();
|
|
|
- private static _getPluginForExtension(extension);
|
|
|
- private static _getPluginForDirectLoad(data);
|
|
|
- private static _getPluginForFilename(sceneFilename);
|
|
|
- private static _getDirectLoad(sceneFilename);
|
|
|
- private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension?);
|
|
|
- static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
|
|
|
- static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
|
|
|
- /**
|
|
|
- * Import meshes into a scene
|
|
|
- * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
- * @param scene the instance of BABYLON.Scene to append to
|
|
|
- * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
|
|
|
- * @param onProgress a callback with a progress event for each file being loaded
|
|
|
- * @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
|
- */
|
|
|
- static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: string): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
- /**
|
|
|
- * Load a scene
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
- * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
- * @param onSuccess a callback with the scene when import succeeds
|
|
|
- * @param onProgress a callback with a progress event for each file being loaded
|
|
|
- * @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
|
- */
|
|
|
- static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void, pluginExtension?: string): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
- /**
|
|
|
- * Append a scene
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
- * @param scene is the instance of BABYLON.Scene to append to
|
|
|
- * @param onSuccess a callback with the scene when import succeeds
|
|
|
- * @param onProgress a callback with a progress event for each file being loaded
|
|
|
- * @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
|
- */
|
|
|
- static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void, pluginExtension?: string): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
/**
|
|
|
* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
|
|
|
* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
|
|
@@ -14925,6 +14925,36 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
+ class ReflectionProbe {
|
|
|
+ name: string;
|
|
|
+ private _scene;
|
|
|
+ private _renderTargetTexture;
|
|
|
+ private _projectionMatrix;
|
|
|
+ private _viewMatrix;
|
|
|
+ private _target;
|
|
|
+ private _add;
|
|
|
+ private _attachedMesh;
|
|
|
+ invertYAxis: boolean;
|
|
|
+ position: Vector3;
|
|
|
+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
|
+ samples: number;
|
|
|
+ refreshRate: number;
|
|
|
+ getScene(): Scene;
|
|
|
+ readonly cubeTexture: RenderTargetTexture;
|
|
|
+ readonly renderList: Nullable<AbstractMesh[]>;
|
|
|
+ attachToMesh(mesh: AbstractMesh): void;
|
|
|
+ /**
|
|
|
+ * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
|
|
|
+ *
|
|
|
+ * @param renderingGroupId The rendering group id corresponding to its index
|
|
|
+ * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
|
|
|
+ */
|
|
|
+ setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
|
|
|
+ dispose(): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
|
private _passedProcess;
|
|
|
constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
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@@ -15452,36 +15482,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class ReflectionProbe {
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- name: string;
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- private _scene;
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- private _renderTargetTexture;
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- private _projectionMatrix;
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- private _viewMatrix;
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- private _target;
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- private _add;
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- private _attachedMesh;
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- invertYAxis: boolean;
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- position: Vector3;
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- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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- samples: number;
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- refreshRate: number;
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- getScene(): Scene;
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- readonly cubeTexture: RenderTargetTexture;
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- readonly renderList: Nullable<AbstractMesh[]>;
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- attachToMesh(mesh: AbstractMesh): void;
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- /**
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- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
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- *
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- * @param renderingGroupId The rendering group id corresponding to its index
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- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
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- */
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- setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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class BoundingBoxRenderer {
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frontColor: Color3;
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backColor: Color3;
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@@ -18017,6 +18017,9 @@ declare module BABYLON {
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}
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}
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+declare module BABYLON.Internals {
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+}
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+
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declare module BABYLON {
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/**
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* Interface to implement to create a shadow generator compatible with BJS.
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@@ -18197,9 +18200,6 @@ declare module BABYLON {
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}
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}
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-declare module BABYLON.Internals {
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-}
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-
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declare namespace BABYLON {
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/**
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* Background material used to create an efficient environement around your scene.
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